/* DE1: $Id: r_model.h 1713 2004-05-31 15:04:44Z skyjake $ * Copyright (C) 2003, 2004 Jaakko Keränen * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not: http://www.opensource.org/ */ /* * r_model.h: 3D Model Resources */ #ifndef __DOOMSDAY_REFRESH_MODEL_H__ #define __DOOMSDAY_REFRESH_MODEL_H__ #include "gl_model.h" #define MAX_FRAME_MODELS DED_MAX_SUB_MODELS // Model frame flags. #define MFF_FULLBRIGHT 0x0001 #define MFF_SHADOW1 0x0002 #define MFF_SHADOW2 0x0004 #define MFF_BRIGHTSHADOW 0x0008 #define MFF_MOVEMENT_PITCH 0x0010 // Pitch aligned to movement. #define MFF_SPIN 0x0020 // Spin around (for bonus items). #define MFF_SKINTRANS 0x0040 // Color translation -> skins. #define MFF_AUTOSCALE 0x0080 // Scale to match sprite height. #define MFF_MOVEMENT_YAW 0x0100 #define MFF_DONT_INTERPOLATE 0x0200 // Don't interpolate from the frame. #define MFF_BRIGHTSHADOW2 0x0400 #define MFF_ALIGN_YAW 0x0800 #define MFF_ALIGN_PITCH 0x1000 #define MFF_DARKSHADOW 0x2000 #define MFF_IDSKIN 0x4000 // Mobj id -> skin in skin range #define MFF_DISABLE_Z_WRITE 0x8000 #define MFF_NO_DISTANCE_CHECK 0x00010000 #define MFF_SELSKIN 0x00020000 #define MFF_PARTICLE_SUB1 0x00040000 // Sub1 center is particle origin. #define MFF_NO_PARTICLES 0x00080000 // No particles for this object. #define MFF_SHINY_SPECULAR 0x00100000 // Shiny skin rendered as additive. #define MFF_SHINY_LIT 0x00200000 // Shiny skin is not fullbright. #define MFF_IDFRAME 0x00400000 // Mobj id -> frame in frame range #define MFF_IDANGLE 0x00800000 // Mobj id -> static angle offset #define MFF_DIM 0x01000000 // Never fullbright. #define MFF_SUBTRACT 0x02000000 // Subtract blending. #define MFF_REVERSE_SUBTRACT 0x04000000 // Reverse subtract blending. #define MFF_TWO_SIDED 0x08000000 // Disable culling. #define MFF_NO_TEXCOMP 0x10000000 // Never compress skins. #define MFF_WORLD_TIME_ANIM 0x20000000 typedef struct { short model; short frame; char framerange; int flags; short skin; char skinrange; float offset[3]; byte alpha; short shinyskin; // Skinname ID (index) } submodeldef_t; typedef struct modeldef_s { char id[33]; state_t *state; // Pointer to the states list (in dd_defns.c). int flags; unsigned int group; int select; short skintics; float intermark; // [0,1) When is this frame in effect? float interrange[2]; float offset[3]; float resize, scale[3]; float ptcoffset[MAX_FRAME_MODELS][3]; float visualradius; ded_model_t *def; // Points to next inter-frame, or NULL. struct modeldef_s *internext; // Points to next selector, or NULL (only for "base" modeldefs). struct modeldef_s *selectnext; // Submodels. submodeldef_t sub[MAX_FRAME_MODELS]; // 8 } modeldef_t; extern modeldef_t *models; extern int nummodels; extern int useModels; extern float rModelAspectMod; void R_InitModels(void); void R_ShutdownModels(void); void R_ClearModelPath(void); void R_AddModelPath(char *addPath, boolean append); float R_CheckModelFor(struct mobj_s *mo, modeldef_t ** mdef, modeldef_t ** nextmdef); modeldef_t *R_CheckIDModelFor(const char *id); int R_ModelFrameNumForName(int modelnum, char *fname); void R_SetModelFrame(modeldef_t * modef, int frame); void R_SetSpriteReplacement(int sprite, char *modelname); int R_FindModelFile(const char *filename, char *outfn); byte *R_LoadSkin(model_t * mdl, int skin, int *width, int *height, int *pxsize); void R_PrecacheSkinsForMobj(struct mobj_s *mo); void R_PrecacheModelSkins(modeldef_t * modef); #endif